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Messages - shuul

Pages: 1 [2] 3
16
Nice, will give it a try now. spasibo

17

This is EMP damage. I cannot recomend enough using an IDE. It can display help popups and check you code for obvious mistakes.

But Im using IntellijIDEA, not really experienced user, is there a way to set-up help popups?
Spoiler
[close]

EDIT: ok, it seems I didn't get it. Isn't it says damage.KINETIC? how can I change emp damage to kinetic then?

18
Three things:
if(shieldHit) is enough to check if a boolean is true. And for example if(!shieldHit) check if it's false.

Emp damage does nothing to shields, you can remove it.

And finally you should use projectile.getDamageAmount() to get the damage.

thanks!
But were did you see EMP damage in my example?

19
Hey guys, trying to make a script for gun to apply extra damage when only shield is hit, but it is not working. help?
Spoiler
@Override
    public void onHit(DamagingProjectileAPI projectile, CombatEntityAPI target, Vector2f point, boolean shieldHit, CombatEngineAPI engine) {

        if (shieldHit = true) {              // Apply extra kintetic damage
            engine.applyDamage(
                    target,
                    point,
                    projectile.getWeapon().getDamage().getDamage(),
                    DamageType.KINETIC,
                    1000f,
                    false,
                    false,
                    projectile.getSource()
            );


        }
    }
[close]

20
Hey guys, please help.
Created my first ship, added it to simulator, but when I select it as my opponent i have CTD with next error in log:

Spoiler
30654 [Thread-11] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
33192 [Thread-9] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
33581 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Oo0O] with id [pmc_haeg] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Oo0O] with id [pmc_haeg] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.title.C.L.new(Unknown Source)
   at com.fs.starfarer.title.C.L.o00000(Unknown Source)
   at com.fs.starfarer.coreui.oOoo.super(Unknown Source)
   at com.fs.starfarer.ui.h.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.private.render(Unknown Source)
   at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.private.render(Unknown Source)
   at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.private.render(Unknown Source)
   at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.private.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
33655 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [battle_ambience_01.ogg]
33655 [Thread-11] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
[close]

Edit: just found that it crashed due to in ship.cvs i have pmc_haeg as "system". Can anyone explain me what "system" stands for?

21
Modding / Re: The Radioactive Code Dump
« on: December 03, 2015, 02:55:51 AM »
This thread is a gift, have no idea how long it will take me to understand all of this, but your code looks just damn sexy. Thanks Tartiflette!

22
Discussions / Re: Rate the Avatar of the Person Above You
« on: December 03, 2015, 02:40:24 AM »
8/10 for having something to stare at

9/10
Fox.

23
Modding / Re: System Map of the known Modiverse - 0.7a
« on: December 03, 2015, 12:48:17 AM »
Please reserve #24 for Private Military Company.

24

2. You'll have to write a plugin that catch all projectiles every frames then sort out yours, then check for the distance to the nearest enemy then add some randomness. Nothing complicated, there are a few scripts like that in several mods (including my Scy Nation mod, look for SCY_projectilesEffect.java) But it could become quite CPU intensive if you intend to have a lot of these projectiles.

3. Of course, check SCY_ketoMainGunEffect.java in Scy.



Thanks a lot for answering!
As for point 2 and 3, I want to recreate effect of Venator flak-cannon from SW movie, you can see how it is implemented in this HW mod.
But I dont want this flak cannon to be present on ship itself as visible weapon.
So:
1. Is there a way to add it as hull-modification maybe?
2. Can I make it to fire at and damage ONLY missiles? (and maybe fighters?)

25
Hey guys, Java is my hobby in free-time so I decided that modding in SC will be a nice learn-on thing.
My plan is to create my own faction (Private Military Company), nothing fancy to start off - few ships with weapons.  I used ship editor - great stuff and easy to use, but I understand nothing except sprite and ship file creation.  
So my questions are, were can I find tutorials for ship and weapon modding? Just a direction like "this goes here and you will need that out here". As modding wiki is dead (or is it just link) I have difficulties finding this things out.
Also:
1. Is it possible to make turret weapon without sprite for turret itself? Are turret(weapon) and projectile different things or are they are in one file?
2. Is it possible for proximity detonation of projectile with some randomness, like when projectile can explode before and after passing the target?
3. Is it possible for projectile to release few other projectiles around it self during detonation?
4. Is it possible to make laser-warhead missile? Like sabot-missile from vanilla but with beam instead of projectile?
5. Is it possible to put weapons below some layers of ship-sprite? So that we can see just part of turret.

Thanks!

26
Modding Resources / Re: [0.7a] LazyLib v2.1 (released 2015-11-19)
« on: November 30, 2015, 11:21:46 PM »
My apologies, it looks like I forgot a step when packaging the mod. I blame the thirteen months between 2.0b and 2.1 (so, myself).

I updated the downloads to include the documentation. You can also download the latest javadoc directly from this link.

Thanks! This will help a lot. Diving into SS modding from scratch is not easy though. :)

27
Modding Resources / Re: [0.7a] LazyLib v2.1 (released 2015-11-19)
« on: November 30, 2015, 06:21:06 AM »
Hey, I believe there is no javadoc folder in latest patch, is it intended?

28
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: November 27, 2015, 07:23:06 AM »
I'm also for the "FUN" version first :) we can help with playtest, you know )

29
Suggestions / Re: Officer Traits
« on: November 26, 2015, 07:18:55 AM »
Bad ones are like cursed items; disposed of as soon as they are known.  The good ones will be kept and min-maxed.
Yeah, and that is the point of it, it will take time to find and form officer part of you fleet. I believe it makes things more interest.

30
Suggestions / Re: A parameter to limit the number of patrols per Faction
« on: November 26, 2015, 05:19:28 AM »
It would be better to have number of patrols base on actual economy of the faction (which I hope will be in future).
And for such requests as yours there should be multiplier parameter for how many resources every fleet will need.
As of now, I  do also want something like 'numPatrolsPerFactionEntity'. Is it possible?

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